OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Tipigi on 27 Dec 2002, 01:48:14

Title: Swimming script
Post by: Tipigi on 27 Dec 2002, 01:48:14
I'm not sure if anyone has done it yet, if so I apologize.  Maybe use the crawling animation and keep the player just above water level to keep him from dying.  It would be great on those SEAL, spec ops, missions.  Can it be done?  
Title: Re:Swimming script
Post by: Josef on 27 Dec 2002, 22:33:54
Dunno, but ive been thinking about this too.
Title: Re:Swimming script
Post by: Terame on 17 Mar 2003, 07:43:14
Yes - prhaps only works if only a light weapon, etc.

M60 would be hard to justify - they're heavy suckers! :)

Great idea
Title: Re:Swimming script
Post by: Sniper_Kyle on 18 Mar 2003, 21:58:37
 :gunman: o my f***ing god you guys!  Making scripts has nothing to do with weight or anything like that.  You would have to implement some kind of setpos script and maybe make a animation to swim also.  I think it would be pretty hard to make a script like this because believe it or not, when you go underwater in ofp there are still mountains and you would have to calculate the right height to be setposed to.  And besides, people can still see you while you are underwater!  Believe me, I've tryed this wetsuit addon! :gunman:
Title: Re:Swimming script
Post by: Terame on 19 Mar 2003, 02:55:14
:gunman: o my f***ing god you guys!  Making scripts has nothing to do with weight or anything like that.  You would have to implement some kind of setpos script and maybe make a animation to swim also.  I think it would be pretty hard to make a script like this because believe it or not, when you go underwater in ofp there are still mountains and you would have to calculate the right height to be setposed to.  And besides, people can still see you while you are underwater!  Believe me, I've tryed this wetsuit addon! :gunman:

Relax Sniper! Sheesh. It's a question posed in a forum for people who are not script writers - posing ideas for those that can.

Keep your shirt on eh? You mention "guys" I was the only one that mentioned weight so address it to me eh? The reason I mentioned this was more so that anyone out may consider that the weapon used be a factor.

I learned a long time ago that there are no bad ideas, just those that can't be applied.
Title: Re:Swimming script
Post by: R3dF0x on 19 Mar 2003, 18:46:52
Using a Setpos loop to keep a dude at a certain height seems to have LOTS of problems:

1. If it loops too quickly the dude keeps getting higher
2. If it loops too slowly the dude gets lower
3. You can't move.  You can drive a car while its being setpos'ed, but try with a man and he stays put

 :'(
Title: Re:Swimming script
Post by: Josef on 19 Mar 2003, 20:22:07
When you use flyinheight it keep you at the same height over water...

Why not just go 1 m UNDER the water?
Title: Re:Swimming script
Post by: walker on 20 Mar 2003, 00:06:25
Hi all

This is rehashing an old problem in OFP. The man Class can not float.

Most of us have tried.

Scripting it by setpos is judery at the best and no AI travel is possible as the AI knows water drowns Man class so they sit in the corner and cower muttering "water is BAD".

The only solution is an addon.

Only certain vehicles can float Ship, IFVs in the Tank class and If Car property Canfloat is set to true cars but the latter have several AI problems in that they fear water.

The next problem is no visual representation of below the water so an animation is wasted no one sees it. A head bobing at the surface is sufficient.

Then there is the problem of ship and AFV wakes.

Ship wakes are too big so ignore them.

AFV wakes look similar to scuba bubles a bit frothy though.

Cars have no wakes but AI problems abound and are intermitent so are very frustrating.

So the solution is then a diver addon. This is what we are working on at the CoC. We have good working models. With several dive rigs we are currently dealing with animation issues and for getting in and out of the wetsuits and diving rigs.

The team at CoC are in colaberation with Colonel Klink. I do not wish to give release date but we are very advanced along the project and as I said we have working systems and even some missions where we test it.

Kind Reagrds walker